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Caesar IV Heaven » Forums » Emperor: Game Help » The Official Housing Block Thread
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Topic Subject:The Official Housing Block Thread
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homegrown
Pharaolympics 2000 Competitor
posted 10-02-02 22:56 ET (US)         
Welcome to the Official Housing Block Thread.

A Tale in the Desert
Flogging will continue until morale improves.
AuthorReplies:
MarvL
Pleb
posted 01-06-03 10:08 ET (US)     101 / 208       
Lakeside MarvL is now available, just to get you thinking again. This housing block is especially suitable for Arid Climates.

The Lakeside MarvL Housing Block has several features that you'll find useful in the creation of your own, similar, cities.

* The Water Fountain and the Elite Housing can be placed at the extreme end of the block, thereby conserving arable land for crops.

* Two 56 tile loops, 23x7, provide rock-solid Herbalist coverage.

* The Water Fountain, Inspectors Tower and Guard Tower evolve immediately.

* All three Religion Buildings, in each loop, feed a common tile.

* Inspector Coverage of the Market Complex is efficient.

* A pair of Mills is located 3 tiles from the Food Vendor.

* A pair of Warehouses and a pair of Trade Stations are located 7 tiles from the Market Square.

* The mix of Common and Elite Houses is entirely flexible.

* At 33x40 the block is nearly square



Extend your grasp of the Empire at Serpentineum
Wendoolicus
Guest
posted 01-11-03 19:01 ET (US)     102 / 208       
Excellent design Marvl I only just noticed this one. Also great info and layout there Faghti
Kamikaze San
Pleb
posted 01-12-03 16:44 ET (US)     103 / 208       
MarvL your lakeside marvL on witch map is it made?
I couldn't find it.

|-->--->Kamikaze San<---<--|
MarvL
Pleb
posted 01-12-03 18:05 ET (US)     104 / 208       
Go into Single Player, Open Play, and rather than allowing a Random Map, select map MP37.

Extend your grasp of the Empire at Serpentineum
Kamikaze San
Pleb
posted 01-13-03 08:37 ET (US)     105 / 208       
ok thanks MarvL I'll try it right away

|-->--->Kamikaze San<---<--|
VitruviusAIA
The Architect
posted 03-05-03 18:32 ET (US)     106 / 208       
VitruviusAIA
The Architect
posted 03-05-03 18:43 ET (US)     107 / 208       
I was running Djed djedi’s Desire Calculation and City Layout tool through the wringer. My test layout included my favorite housing block, so I decided to post it here. (Ignore everything except for the housing block. I was just playing around.)

If you haven’t tried the Emperor Desire Calculator, you are really missing out. It is the best tool for designing and posting housing blocks ever created.

Congratulations Djed djedi’s on a wonderful achievement.



Vaia
Andyblast
Pleb
posted 03-15-03 20:19 ET (US)     108 / 208       
This is my standard Cash-cow elite block which stayed with me throughout the Game (even in SJ), Evolves fully to Heavenlies with given desire elements on V. Hard with perfect FS (my saves are there on download pages, look for Sui-Tang or later missions). Innate desire increment of elite houses is essential for this block to get to heavenlies on V Hard (if a corner house or two stick at impressive, replace 4 to 6 contigous 1x1 statues with 2 to 3 2x2 statues). No bulky 3x3 or 4x4 desire elements needed.

This block spares me the most needed space on small maps while giving me max possible elites with a single set of service buildings (22 if all houses placed but usually no more than ~20 due to Feng shui of rocks which are needed for Inspector & Dao shrine). Also, avoides food vendor problem with mixed block with population > 2K. First thing i look for is a place where i can put a 18x11 loop with 1 or max 2 rock (or cliff-edge) tiles nearby. Best is when i'm able to find a lot of trees near this rock/cliff tile, when i can place elites near in harmony, clear trees & place Inspector & Dao shrine in harmony. If rocks/cliffs are not allowing elite, then i move tax, acupuncturist & guard tower there & i get another elite within the loop.

If ~1300 cash (tax of 1 heavenly on V. Hard) can be spared, then Palace can be put in place of a corner elite (with only 1 road access tile).

I've omitted Buddhist shrine as i never use those heroes. If needed, it can be put in place of Dao shrine.

On V. Hard; Total Setup Cost=6795 Cash (If Xi Wang present then=5873, If Zao Jun present then=4308). Total Workers needed=85. Total Income per year=28512 Cash.

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Shop, LacquerwareMarket, GrandShop, Hemp
Shop, SilkShop, Ceramics
Shop, TeaShop, Food
Residential Gate
RoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoadsRoads
Legend

[This message has been edited by Andyblast (edited 03-15-2003 @ 08:35 PM).]

MarvL
Pleb
posted 04-18-03 01:23 ET (US)     109 / 208       

Grumpus Square is a gem of a housing block with a 12x12 interior.

There's a related Abacus Adventure at Grumpus Square. It's a series of Song-Jin gems.


Extend your grasp of the Empire at Serpentineum
Andyblast
Pleb
posted 04-19-03 14:16 ET (US)     110 / 208       
It's absolotely fabulous & two by two of Tai Chi's in sync is terrific & I've tried & seen that MANY such can be placed as each is quite small.
taerin
Pleb
posted 06-19-03 12:38 ET (US)     111 / 208       
I just wanted to bump this thread to the top, and suggest that it might be made a "sticky"? I imagine a lot of folks new to the game that come here for information would like to see examples of housing blocks, and this seems to be the best place.

Thanks!

Neferset
Pleb
posted 06-26-03 18:52 ET (US)     112 / 208       
I will help but bump..
By asking what is a really stupid question.
I did try my manual and the game help.
But what is a "housing compound"??
What makes it different than a standard housing block?
thanks ahead for not laughing too much! :-)
MarvL
Pleb
posted 06-26-03 21:41 ET (US)     113 / 208       
Rather than "Housing Compound" I suspect it was "Humble Compound" which is the 3rd of five level of evolvement for an elite house.

Extend your grasp of the Empire at Serpentineum
Wendoolicus
Guest
posted 07-11-03 18:00 ET (US)     114 / 208       
VitruviusAIA - that's a neat looking set of blocks in Post 106 - do they work well (for distribution etc.)? Also, why a watchtower in each block?
Pecunia
CBH Seraph
posted 07-11-03 18:20 ET (US)     115 / 208       
Wendoolicus: I can't answer your first question, only the second:
If you're playing at very hard, you really need watchtowers

Angel Pecunia | HG Downloads programmer and techie
Caesar IV Heaven | Children of the Nile Heaven | Citadel of Poseidon (Zeus/Poseidon) | The Great Wall (Emperor)
Wendoolicus
Guest
posted 07-12-03 19:30 ET (US)     116 / 208       
LOL Pecunia - I'm only just beginning to play the whole thing again on hard (very hard seems daunting ).
VitruviusAIA
The Architect
posted 07-14-03 10:34 ET (US)     117 / 208       
Hello Wendoolicus.

Quote:

VitruviusAIA - that's a neat looking set of blocks in Post 106 - do they work well (for distribution etc.)?

Thank you, and yes the block has been “game tested” at Very Hard and works very well. The desirability of the block is good enough to evolve all the houses to Luxury Apartments, if you so desire. Also, the block can be rearranged as required for Feng Shui. The service buildings can replace any house location. The only caution is that if you place the Watchtower and Inspector’s Tower adjacent to each other, they may not evolve at certain locations. It is very important that the Inspector’s Tower evolves if you are playing on Very Hard.

You will notice that I have a Common Market for each housing block. I like this setup because I can evolve the blocks to different levels. It also assures that there will not be any distribution problems (which can occur if you are trying to supply multiple blocks with a single Market).

This is the most housing I have been able to get into a single block that is 100% stable. As long as the block is provided with the required food and goods, the housing will never devolve.

Quote:

Also, why a watchtower in each block?

Pecunia answered this one correctly. I do play at Very Hard. The Risk of Crime is a real problem at Very Hard, especially in the lower housing levels. It is possible that the Watchtowers could be replaced by another house when the block evolves to Dwelling/Apartment level. I personally dislike destroying anything that I build, so I usually leave them in place.



Vaia
Wendoolicus
Guest
posted 07-19-03 14:11 ET (US)     118 / 208       
Thanks for such a comprehensive answer VitruviusAIA. Only one more question - does just one mill supply all that lot (5 markets)?

When my mills get full, it seems to slow down the ebb and flow of things badly, then there's a "run on the mill" and the mill is temporarily empty again. Just that with a possible 5 blocks off the one major supply centre, was wondering how that works? Or are some of those warehouses holding fresh food supplies for replenishing the mill?

And one last Q (LOL - so much for "one more question") - if (in the 2 side blocks) you extended the "off road for religious worship" by 2 road squares to reach the other side of the Buddhist Temple, would that work (ie sharing the temple between two housing blocks)??

[This message has been edited by Wendoolicus (edited 07-20-2003 @ 03:33 PM).]

VitruviusAIA
The Architect
posted 07-21-03 16:10 ET (US)     119 / 208       
Hello again Wendoolicus.

One Mill can easily provide for 5 housing blocks. The trick is, as you have already figured out, to store extra food in nearby Warehouses. Turing has a city in our downloads with over 70,000 people and only one Mill in the city.

Quote:

And one last Q (LOL - so much for "one more question") - if (in the 2 side blocks) you extended the "off road for religious worship" by 2 road squares to reach the other side of the Buddhist Temple, would that work (ie sharing the temple between two housing blocks)??

No. Walkers have “preferred” start and finish tiles for beginning and ending their journeys. I haven’t checked for every building in the game, but for most buildings, the walker will start his walk on the first available road tile clockwise from the north corner of the building. With the layout you suggested, the walker would always take one road and completely ignore the other.



Vaia

[This message has been edited by VitruviusAIA (edited 07-21-2003 @ 04:11 PM).]

Andyblast
Pleb
posted 07-21-03 17:56 ET (US)     120 / 208       
Hi all,
Just wanted be sure about map-orientations (i know it is a little late for me to ask that ):
During the game is the corner where file menu appears in explorer, the north or the point where the treasury is seen (middle of top border of screen)? Also, is the convention same in forums here?

Thanx as always.

VitruviusAIA
The Architect
posted 07-21-03 21:35 ET (US)     121 / 208       
The following is a post that I made over at Pharaoh Heaven:

Shown in the first diagram below is the game map in the default position. North is to the top of the screen and the tiles are diamond shaped. To represent the map with square tiles (that can be used in a spreadsheet), the map has to be rotated. The standard that we have adopted is to rotate the map 45 degrees counterclockwise as shown in the second diagram.

When the map is rotated, North will be at a 45 degree angle to the upper left. The top of the spreadsheet map will be Northeast.

This is the standard the most of us use to post glyphs in these forums as well. When map orientation is critical, I add the comment to my post that “north is upper left” just to be sure.



Vaia
Andyblast
Pleb
posted 07-21-03 23:59 ET (US)     122 / 208       
Thanx Vaia.

[This message has been edited by Andyblast (edited 07-22-2003 @ 00:16 AM).]

Wendoolicus
Guest
posted 07-23-03 15:30 ET (US)     123 / 208       
Thanks Vaia for my reply too Now just looking at it - its obvious the walkers will either choose one housing block or t'other (but not both).

BTW - are Sierra ever going to release the patch or are we stuck with the bugs?

Rocky
Pharaolympics 2000 Competitor
posted 07-31-03 11:57 ET (US)     124 / 208       
After a bit of an absense from Emp, I have blown the dust off the CD and, well, here I am.

My latest goal was to try and design some estate blocks that I'd be happy with, I stubbled across a post on this thread that states 'estates do not need a well'. I have no reason to disbelieve this but I do find it a bit strange. Why?, what is the reason behind elite housing not needing water? It doesn't seem correct to me.


I tried to search for info but couldn't find anything. Are there any other quirky bits that would be useful to know before planing various blocks.


The master of making easy look hard ---- What's wrong with Scooby Doo boxers?
Cockfosters visitor via a stunt cannon ---- Fan of the Great Cornholio Tee shirt dance
Coyote ugly beauty, parrott mangler & all round good egg ---- Have leather pants will travel
shaun
Pleb
posted 07-31-03 12:22 ET (US)     125 / 208       
EmperorManual.pdf

[This message has been edited by shaun (edited 08-03-2003 @ 05:15 AM).]

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